Hi All, My name's Luca Antonio Battiston and I am currently studying Games Art and Design at Herts University. My background is in sound design, music and sound engineering, so environment art and 3D modelling is uncharted territory for me. I would appreciate receiving feedback about the work I am doing from other…
key roles needed: PROGRAMMING ROLES (Godot) Graphics / VFX Programmer Responsibilities: – Implement shaders, spell effects, particles, and lighting logic – Build visual systems for Spellmancy and environmental FX – Collaborate closely with art direction and gameplay systems UI / Tools Programmer Responsibilities: –…
I tested Unity's de-lighting tool on a rock scan from a few weeks back, here are the resuts! model A bit about the process here: https://petemcnally.com/2017/07/26/afternoon-de-lighting/
Hi, I've working on a map of Helm's Deep in UDK. I'm almost done with the models for exteriors. But I've been having problems with light map bleeding/seams. Does anyone know of any good tutorial for making light maps in UDK? I hear that we need to use grid snapping to avoid the seams. But all I can find in Blender is pixel…
Unfortunately, lighting bakes are no longer supported in Toolbag 4. The ray tracing back end underwent a major overhaul and we were no longer able to bake lighting with the method we previously used. Investigating a new method for baking lighting is on our todo list.
I always like stylized little scene. Here's a couple of critics that will hopefully help: - You have the same books with two vastly different scale. The ones on the ground are small, the ones flying are huge. This looks a bit strange as we don't really understand what's going on overall in the story. - The color of your…
Seems like I may have overlooked a fairly big issue and that is the object is not affected by a light's colour. That is, they'll be shaded properly but the colour itself will always be unaffected by lights. I wonder if there's a way for the ramp to be modified to fit in a light's colour input. It's weird though, cause at…
Hello, I was wondering if there is a better way to let light shine on models. Now, I already know about the standard shader and global illumination, but I am convinced that other developers are using something different to let their games shine. For example FireWatch graphical style is achieved though photo realistic…
A lot of environment work is the last 20%, the polish stuff. It seems like you're lacking that. Few quick comments: -It's really dark. I can't see much of the ground or walls. -The values are sort of all blending together. One thing I would say is try this: http://blog.environmentartist.com/?p=1127 I did an extreme example…
Hi mythgarnet, Sorry you haven't received any feedback yet and I hope this isn't too late for the entry. It's looking really interesting so far! The main thing I'd work on is the read on Zeratul as the angle of the right leg is a little too short for the ellipse band on its thigh. If the angle of the knee pad was more…